Implementing an easy to use coroutine-based timer in Unity.
In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games.
While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned.
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.
Our game appeared in the portfolio of a cloner. Taking it down is not so easy.
On January 1, new EU VAT rules will be introduced for e-services in Europe. The following article outlines how these new rules will apply to online gaming companies and to game developers.
Continuing our examination on sales in the Game Industry, today's post examines the different degrees of sales and their effect on the consumer.
A cursory description of how we draw up estimates for clients when we do contract game development at Crater House.
The business side of TOO DX talks about not being able to talk about things and what it is like to be working under an NDA as a small studio.
A beginner's guide to monetizing your game or app on a mobile ad exchange.